- You can now delete RulesParams by calling Set{Game,Team,Unit,Feature}RulesParam with no value argument or a nil one.

- Add new Spring.ClearUnitGoal(unitID) callout.

- add GamePaused and GameProgress callins to base gadget-handler

- extend builtin uniform binding for custom Lua materials

SEE "fix LuaMaterial uniform management" BELOW FOR THE

LIST OF NEW LOCATION KEYS THAT ARE RECOGNIZED AS OF 102

- Add Spring.GetFrameTimer(bool synced) to get a timer for the start of the frame

this should give better results for camera interpolations.

- Add an optional weaponNum argument to SetUnitTarget.

- Update shader errorlog even if compilation was successful

- Remove updateMatrix argument in Spring.UnitScript.{Move,Turn} as matrices will be automatically updated if necessary.

- Add new Spring.Start callout for launching a new Spring instance without terminating the existing one. See Spring.Restart for parameters.

- Add new VFS.GetAvailableAIs([gameName] [, mapName])->{ai1, ai2, ...} callout for getting a list of all Spring AIs. The optional gameName and mapName parameters can be used to include game/map specific LuaAIs in the list.

Save/Load:

! remove UseCREGSaveLoad and add /LuaSave which generates .slsf files

! compress creg saves

- SaveFile can be specified in start script in order to start from a save

Rendering:

- reduce number of team-color updates for custom shaders

- use frame-extrapolation for smoother feature movement

- draw all model nanoframe stages with shaders by default

- skip drawing icons for void-space units

- disable BumpWaterRefraction = 2 for now.

AI:

- make skirmishAiCallback_Unit_getResource{Use,Make} not round their return values to ints

- RulesParams are now accessible through skirmishAiCallback_{Game,Unit,Team,Feature}_getRulesParamValue{String,Float}

Misc:

- make the time server spends in sleep calls configurable (for dedicated hosts)